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Simple Game Using OOP Principles

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0% found this document useful (0 votes)
13 views

Simple Game Using OOP Principles

Uploaded by

rajora.rohan02
Copyright
© © All Rights Reserved
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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Simple Game using OOP Principles

In this presentation, we'll explore the fundamentals of Object-Oriented Programming (OOP) by developing a simple game from scratch
Introduction to Object-
Oriented Programming
1 Encapsulation 2 Inheritance
Bundling data and methods Creating new classes
into a single unit, hiding based on existing ones,
the internal allowing for code reuse and
implementation details the establishment of
from the outside world. hierarchical relationships.

3 Polymorphism 4 Abstraction
The ability of objects to Focusing on the essential
take on multiple forms, features of an object,
enabling flexible and hiding the unnecessary
extensible code. details and complexity.
Defining the Game Entities (Classes)
Player Enemy Projectile

The main character that the user Antagonists that the player must Weapons or attacks that the player
controls, with attributes like health, defeat, with their own unique and enemies can use, with
speed, and attack power. behaviors and abilities. properties like damage and
trajectory.
Implementing the Game Logic
Player Movement Collision Detection
Implement the logic for the player to move around the game Detect when the player, enemies, and projectiles collide,
world, responding to user input. triggering the appropriate actions and updates to the game state.

1 2 3

Enemy Behavior
Develop the AI logic for enemies to patrol, chase, and attack the
player based on their proximity and other conditions.
Handling User Inputs
Keyboard Controls Mouse/Touch
Map the player's movement
Interactions
to the arrow keys or WASD, Implement click-to-shoot
allowing the user to navigate functionality, where the
the game world. player can click or tap to fire
projectiles at enemies.

Gamepad Support
Provide an alternative control scheme for players who prefer to
use a gamepad, ensuring a seamless experience.
Rendering the Game on
the Screen

Game Window Sprites


Create a game window or canvas Load and display the visual
where the game elements will be representations of the player,
displayed and updated in real-time. enemies, and other game objects
using sprites or pixel art.

Animation User Interface


Implement smooth animations for Design and implement a clean and
the player's movements, enemy intuitive user interface, including
actions, and projectile trajectories. score displays, health bars, and any
other necessary information.
Incorporating Game Mechanics
Power-Ups
Introduce collectible items that grant the player temporary
boosts, such as increased speed, damage, or health
regeneration.

Obstacles
Incorporate environmental hazards and obstacles that the
player must navigate around or overcome, adding challenge and
complexity to the game.

Scoring System
Implement a scoring system that rewards the player for
defeating enemies, collecting power-ups, and reaching certain
milestones in the game.
Sample Code and Demonstration
# Example Python code for a simple game using OOP
class Player:
def __init__(self, x, y, health, speed):
self.x = x
self.y = y
self.health = health
self.speed = speed

def move(self, dx, dy):


self.x += dx
self.y += dy

def attack(self, enemy):


enemy.health -= 10

class Enemy:
def __init__(self, x, y, health, speed):
self.x = x
self.y = y
self.health = health
self.speed = speed

def move(self, player_x, player_y):


dx = player_x - self.x
dy = player_y - self.y
distance = (dx ** 2 + dy ** 2) ** 0.5
self.x += dx / distance * self.speed
self.y += dy / distance * self.speed

# Create player and enemy objects


player = Player(100, 100, 100, 5)
enemy = Enemy(300, 300, 50, 3)

# Main game loop


while True:
# Handle player input
keys = get_keys_pressed()
if 'left' in keys:
player.move(-player.speed, 0)
if 'right' in keys:
player.move(player.speed, 0)
if 'up' in keys:
player.move(0, -player.speed)
if 'down' in keys:
player.move(0, player.speed)
if 'space' in keys:
player.attack(enemy)

# Update enemy movement


enemy.move(player.x, player.y)

# Render the game


draw_player(player.x, player.y)
draw_enemy(enemy.x, enemy.y)
update_display()

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